DCC #85: The Making of the Ghost Ring · 2018-04-28 · rather than destroy, and pursued arcane...

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Page 1: DCC #85: The Making of the Ghost Ring · 2018-04-28 · rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting

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A LEVEL 4 ADVENTURE By Michael Curtis • Cover artist: Doug Kovacs • Editor: Rev. Dak J. Ultimak • Interior artists: Jim Holloway, Doug Kovacs, Stefan Poag, Michael Wilson • Cartographer: Mark Allen • Art direction: Joseph Goodman • Layout: Lester B. PortlyPlaytesters: Playtesters: Bob Brinkman, Jen Brinkman, Mark Collins, Jim DelVasto, Kirk Kirkpatrick, Crista Megee, Michael J. O’Connor, and Bill Porter; Todd Bunn, Rick Hull, Kevin McDaniel, Jason Napier, Beau Walker, Jim Wampler, and Niki Weber (Gateway Games); James Carpio, Jaimie Delurge, Samantha Delurge, Mary Lindholm, and Michael Nocivelli (Total Confusion 28).

DCC RPG and this adventure are copyright © 2015 Goodman Games. Dungeon Crawl Classics is a trademark of Goodman Games. DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information.

www.goodman-games.com

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INTRODUCTIONThe Making of the Ghost Ring is a Dungeon Crawl Classics RPG adventure designed for six 4th-level characters. As the adventure unfolds, the PCs find themselves in the unique situation of participating in the creation of an enchanted ring and—should all go well—gaining ownership of the newly-minted magical object at the conclusion of the ad-venture’s events.

Over the course of this adventure, the PCs encounter the ghost of a wizard whose soul hangs between salvation and perdition. In order to save her, the PCs must finish the final three stages in the forging of a mystical ring. These steps pit them against a curious band of kidnappers, send them to the blistering desert to pry a gemstone from the brow of an ancient pharaoh, and conclude—as far as the players know—with a battle against a titanic beast that once threat-ened the very world.

The Making of the Ghost Ring is also an instructional adven-ture, one the author hopes is an enjoyable lesson for the judge. Creating magical items in Dungeon Crawl Classics is never a simple matter of expending time and money and making a few skill checks. Given the unpredictable and mysterious nature of magic in Dungeon Crawl Classics, fab-ricating magical objects should be a quest unto itself. The Making of the Ghost Ring demonstrates just one possible means of creating a mystical item, and the adventure can be used as an outline for detailing the enchantment process in your own campaign.

BACKGROUND

Lifthrasir the Enchantress, like most of her spell-casting ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations

and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history.

Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, lead-ing her to take measures best avoided by rational beings. Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Un-beknownst to Lifthrasir—but known by the demon-smith

who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task.

What Maalbrilmorg could not predict was Lifthrasir’s te-nacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires. For now, the demon lingers below, planning a multitude of tortures for the enchantress once her debt comes due.

Predictably, Lifthrasir is desperate to finish her crafting before that time arrives, but is severely hindered by her ghostly state. Unable to leave her secluded hut and with only a few spells available to her, she requires assistance to complete the final steps necessary to finish her work: the enchantment of the ring that will bear her name. Lifthrasir has already employed two separate groups of adventur-ers to fulfill her task, but both perished horribly before the enchantment process was complete. Now, with just days remaining before Maalbrilmorg claims her, she calls out to one final band of potential servants to finish the enchant-ment’s last three steps. The PCs hear her pleas and, if they agree and triumph, can both save Lifthrasir from eternal torment and win a potent magical artifact in the process.

STARTING THE ADVENTURE

The judge can begin The Making of the Ghost Ring anytime the PCs are close to a fire, be it a camp fire, the warm hearth of an inn, or even the fire-

place of the party’s own home. As the party relaxes around its warmth, the fire’s flames suddenly roar aloft, tripling in size. Read the following:

The unexpected conflagration of the fire takes you by surprise, but even more puzzling is the wavering form visible within the flames. A mousy-looking human woman dressed in flam-ing wizard’s regalia stands unharmed in the center of the fire. Your grasping for blades and preparing incantations is abruptly arrested when the form speaks, her soft voice audible above the crackle of the flames.

“Heroes,” the voice speaks, sounding tired but determined, “I am in need of your assistance. Perdition awaits me and flames much fiercer than from those I now speak hunger for me unless stal-warts come to my aid. In return for your service and my eternal salvation, I offer you the fruits of a lifelong labor: a mystical ring possessing powers never before seen in this world. If the tales of your fierceness and bravery are true—or if mere avarice drives you, for I care not your motives—seek out Lifthrasir the Enchant-ress in the Stink Pools. Travel to the solitary tree at the marsh’s heart and all your questions shall be answered.”

With those final words, the flames die leaving nothing but a bed of coals and unanswered questions in their wake.

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The Stink Pools are a sulfurous marsh located a day’s jour-ney on foot from the PCs’ present location (unless the judge deems otherwise). Locals testify it is a small but potentially deadly morass of reeking water, thorny weeds, and quick-sand visited by few, and rumored to be home to the wizard, Lifthrasir. According to the locals, Lifthrasir is one of the better wizards in that she keeps to herself and leaves “hon-est folk” alone. Inquiries about the solitary tree reveal that a great swamp oak tree grows in the center of the swamp and is one of the few landmarks visible by those who dare the marsh. Additional information about Lifthrasir or what she might need hired adventurers for is not forthcoming and, if the PCs wish to learn more, they have no choice but to travel to the Stink Pools and seek out the enchantress themselves.

ENCOUNTER TABLES

Event Type Encounter

1-1 C Har-Strough & 2 Fell-hounds

1-3 C/T The Sinister Syndicate/Cargo net trap

2-1 C Forge-Burned Demon

2-2 T Tumbling Trap

2-6 T 3 Bacteria Mummies

2-7 C Spirit-inhabited Skull, hands, and staff

3-1 C The Odontotyrannus

Demonic C 3 Slag DemonsInterruption

MEETING LIFTHRASIR

The Stink Pools are a marsh covering 25 square miles and comprised of sulfurous pools, saw-toothed grass, boggy mires, and the ever-present

threat of snakes, leeches, and other noisome swamp crea-tures. Travel through the Pools is a cautious, slow, and po-

tentially dangerous affair. Reaching the center of the mo-rass takes four hours, regardless of whether the party walks or rides, as the winding pathways through the mire are just as hazardous to mounts as their riders. The judge should check once per hour to determine if the party has a random encounter in the marsh. Roll 1d6 and on a 1 or 2, a random encounter occurs. Use the chart below to determine the na-ture of the encounter. Regardless of dice results, the party shouldn’t have more than two random encounters on their journey through the Stink Pools.

At the center of the Stink Pools and visible from a few miles away is a large swamp oak that towers over the malodor-ous landscape. Once sighted, the PCs can easily travel to it. Upon arrival, read the following:

Growing from a hummock of dry land amongst the foul pools stands a lonely tree. Rising 45’ from roots to tip, the swamp oak is massive in girth and eight men could easily link hands around the giant’s circumference. Thirty feet above the ground, the tree forks in twain. Resting in the center of the division is a round hut crafted from woven saplings and animal hides. The light breeze stirs the ragged hides like pennants, giving you the impression that the structure is beckoning you like the arms of a winsome lover. A circular doorway, lacking portal or curtain, pierces the hut’s side. A wooden ladder tacked to the tree provides access.

Hailing the hut from below provokes no response, requir-ing the PCs to climb the ladder to investigate further. At the top of the ladder, the hut’s interior is visible through the open doorway.

A small room fills the hut’s gloomy interior and you spy a work-table covered with crucibles, alembics, and other arcane glass-ware. Twisted bundles of herbs hang suspended from the hut’s sapling rafters and a bed of soft animal furs lies against one wall. The hut smells much fresher than the sulfurous air of the Stink Pools. The pleasant odor of fragrant herbs, heady but unknown spices, and the delicate scent of jasmine hangs in the air. The hut appears unoccupied.

Once one or more PCs enter the hut, Lifthrasir, who’s been observing them from an incorporeal state, manifests be-sides the worktable.

STINK POOL RANDOM ENCOUNTER TABLE

Roll 1d5 Encounter1 Quicksand: Each PC must make a Luck check or stumble into a treacherous, sucking bog. Escape requires a

rope or other handhold extended to the sinking victim and a DC 12 Strength check by the rescuer. This check can be attempted multiple times if failed, but if the check fails three consecutive times, the victim slips beneath the mire and drowns.

2 Giant Leeches: The party is attacked by 1d5 Colossal Leeches (See DCC RPG p. 420) while fording a fetid creek.3 Insect Swarm: A terrible, stinging Insect Swarm (See DCC RPG p. 419) is drawn to the party by the scent of

their blood. 4 Alligator Ambush: A group of alligators waits in ambush just below the surface of a stagnant pool. PCs must

make an Intelligence check against the alligators’ stealth check (1d20+10) or be surprised. There are 1d4 alliga-tors (stats as Lizard, Giant on p. 420 of the DCC RPG rulebook).

5 Boa Constrictor: A Giant Boa Constrictor (See DCC RPG p. 428) grabs a PC or his mount as they pass beneath the serpent’s treetop lair.

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What seems to be a wisp of smoke rises from beside the worktable, leaving you searching for an overlooked fire amidst the clutter. The smoke twists and widens, transforming into a translucent form of a slightly-built woman dressed in rough-spun robes stained by a hundred mystical workings. The ghostly woman’s face is identical to that which you glimpsed in the fire: short, fair hair frames a plain, unassuming face sporting a dusting of freck-les, giving her a youthful appearance. The spirit’s eyes, however, belie her innocence. Each amber-colored orb is set in deep sockets ringed by worry lines and fatigue, and they bear an earnestness that hints at both determination and despair. With a familiar soft-ness, the spirit addresses you, “I am Lifthrasir. I bid you welcome to my former abode. Thank you for coming, my would-be cham-pions.”

TO ENCHANT A RING

Lifthrasir reassures any PC present that, despite her un-dead appearance, she holds no threat and requests that all PCs not in the hut join them.

Once done, she makes her appeal, telling them the circum-stances of her life, her quest, and the fate that awaits her if she cannot complete the enchantment of the ring. Lifthrasir alternates between a forceful desire to create her magical legacy and self-chastisement for being foolish enough to bargain with Maalbrilmorg.

The enchantress offers the party this: Should they complete the three final steps necessary to finish the ring’s enchant-ment, it is theirs to keep. Having completed her life’s goal and foiled Maalbrilmorg’s claim upon her, Lifthrasir has no use for the object and desires nothing more than eternal rest and escape from perdition. The PCs are free to claim any incidental treasure they might acquire during their exploits to finish the ring.

If the PCs attempt to negotiate further payment, she has little to offer them. Although she was a potent wizard in life, Lifthrasir paid one of the previous adventuring groups with her grimoire of spells (lost when that band perished). Her paltry monetary wealth was also given to the adven-turers that preceded the party, leaving her with only the ring to offer. Should the party ask that Lifthrasir give them the means of crafting their own magical rings, she sighs deeply and attempts to dissuade them, telling the PCs that, although she could pass along the incantation necessary for creating enchanted rings, such knowledge would only bring them woe. The cost of that knowledge is too great and the only means she knows will damn them in return (Author’s Note: If the judge would like to use Lifthrasir as a means for the PCs to learn how to craft magical rings, he can ignore her reluctance. Please refer to the first DCC RPG Annual for more information about creating magical rings).

If the party agrees to aid Lifthrasir, she tells them the fol-lowing:

“My friends and champions, time is of the essence, for I have but four days remaining before Maalbrilmorg claims his due. You are my last hope. The enchantment process is a long one and requires many steps to successfully create the potency that I seek for the ring. It is in our favor, however, that most of the task is done and there remain but three last steps to finish the enchantment.

“The first is that the ring must be inscribed with mystical sigils to house the ring’s enchantment and rein in its power. For this, the hand of a master jeweler is required, one who has bound himself by contract to the task. The second step is the acquisition of a gemstone unique enough to serve as a focus for the ring’s power. Lastly, the ring must be tempered in the fluids of a terrible beast to seal its power within the band. Each step must be done in order or the enchantment will fail.

“Each stage requires a great journey on your part, as the loca-tions of each task’s labors are separated by vast distances. It is fortunate that I have not bartered away all my magic, for I have means by which you can span these distances in an instance. I shall transport you to the sites, but your return will be by a dif-ferent method.”

If asked, Lifthrasir reveals to the party that the completed ring will bolster its wearer’s intellect and charisma (+1 to Intelligence and Personality), repair broken objects with a touch (mending spell), befriend foes it touches (charm person spell), and absorb a single spell cast upon the wearer once per week at his or her choosing. She does not reveal the ring’s weakness as even Lifthrasir is unaware of what its limitation will be (she subconsciously imparts this loophole during the enchantment process).

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The ghostly sorceress points to the cluttered tabletop, indi-cating a pewter bell of nondescript workmanship half-hid-den among the mess. She states, “This is the Journey Chime, a potent object of yore. Ringing the bell will instantaneously trans-port each of you, your possessions, and either another person or human’s weight in additional material back to my home. Its en-

chantment is fading, mind you, and I cannot guarantee that more than five uses of its power remain. Only employ the Chime when you’ve completed your task or your demise is imminent.”

Examining the Chime reveals the bell lacks a clapper, but nevertheless creates a musical tone when rung with the in-tent to use its power. The Chime has five uses remaining.

Should the party decline employment, Lifthrasir is dis-traught, and pleads with the party to reconsider. She lacks additional material wealth to reward them, but can offer useful information (the location of mystical or treasure-bearing sites, knowledge of the infernal planes, or other miscellaneous intelligence of the judge’s choosing the par-ty might find interesting) in return. Lawful characters or those with good-inclination may suffer Luck penalties if they deny the enchantress’ request. Should this all fail to convince them, Lifthrasir’s soul is eventually claimed by Maalbrilmorg and the party loses the opportunity to ac-quire the ring.

Lifthrasir’s stats are as follows, should they be required. Note that her planar step spells always work when trans-porting PCs to the various locations of this adventure.

Lifthrasir (ghost): Init +3; Atk paralyzing touch +6 melee (special) or spell; AC 12; HD 2d12+7d4; hp 27; MV fly 40’; Act 2d20; SP spells (+9 to spell check; charm person, detect magic, magic shield, magic missile, mending, read magic, invis-ible companion, mirror image, dispel magic, planar step), ban-shee scream, paralyzing touch, turn invisible, un-dead traits, immune to non-magical weapons; SV Fort +4, Ref +7, Will +10; AL L.

FIRST TASK: AGAINST THE

SINISTER SYNDICATE

Lifthrasir informs the party their first task is the rescue of Nikademos Phedge, a halfling jeweler magically contracted to inscribe the ring. The ar-

cane agreement, made before Lifthrasir’s death, binds the jeweler to the enchantment process, requiring his hand to inscribe the ring. No other craftsman can perform the work, and without Nikademos, the ring cannot be completed. Lifthrasir stresses the importance of keeping the halfling alive. She also reveals that Nikademos is a rare breed of hal-fling known as a “woe-touched.” This uncommon condi-tion manifests as a highly unpredictable fluctuation of that race’s innate luck talent. Whereas most halflings spread good-fortune, woe-touched halflings unconsciously cause misfortune when agitated—usually, but not always to themselves. This extraordinary condition makes Nikadem-os an unusual participant in the enchantment process and will boost the ring’s potential considerably.

LIFTHRASIR'S KNOWLEDGELifthrasir has a lot of information to dispense before the ad-venture begins. The judge should familiarize himself with the events that occurred before the party’s involvement, but the following bullet points are provided for easy reference.

• Lifthrasir’s lifelong dream was to create a magi-cal object of lasting beauty and power. Lacking the necessary knowledge to produce the item, she bartered her soul with the demon, Maalbrilmorg to obtain it. She regrets the decision.

• Maalbrilmorg required she create the ring within a year and a day of their compact. The demon knew she was dying from a magical cancer and would not live to complete it.

• Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death. As a spirit, she technically still has time to finish her enchant-ment, but time is short. She has only four days be-fore the demon claims her soul.

• Two previously-hired parties completed the bulk of the tasks needed to finish the enchantment, but perished or otherwise failed Lifthrasir. She has little material wealth or magic to offer in return, but hopes the party agrees to help. In return, they will be rewarded with the completed ring.

• Three goals remain:

o Rescue the woe-touched halfling jeweler, Ni-kademos Phedge, from the Sinister Syndicate. He is contracted to inscribe the ring’s band and only he can finish the task.

o Obtain the Eye of the Sun, an exquisite fire opal, from the tomb of the Bronze-Handed Pharaoh. The stone will serve as a focus for the ring’s power.

o Acquire the brain fluid of the Odontotyran-nus, a fabulous and terrible beast currently slumbering beneath a ruined keep. This fluid will temper the ring.

• Lifthrasir will transport the party to each site and provide a magical bell known as the Journey Chime so they can return once the tasks are com-pleted. The Journey Chime has five uses remain-ing, and they may keep the bell after the ring is enchanted should any uses remain.

• If the ring is enchanted before the four days pass, her spirit will be released and she escapes the grasp of Maalbrilmorg. Otherwise she is doomed.

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